Collision detection issue in version 4.5.9 of the Metroidvania module

K_diesel

New member
Collision detection issue in version 4.5.9 of the Metroidvania module. When I go back, some solid objects have collision detection issues, and I can fall through half of their full length. Please see the attached example; I'm not sure if my explanation was clear :D If this is a known issue, please let me know. Thank you!
 

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smilehero65

Active member
Collision detection issue in version 4.5.9 of the Metroidvania module. When I go back, some solid objects have collision detection issues, and I can fall through half of their full length. Please see the attached example; I'm not sure if my explanation was clear :D If this is a known issue, please let me know. Thank you!
Can I see that part of your screen?
 

smilehero65

Active member
Sure, here it is.
Well... that is something I can't really explain (collisions are a bit messed up in NESMaker)
I think a solution I can make is don't make those 1 gaps between solids and spikes.

However, I can help you with something I noticed that may cause headaches in the future... TILE COLLISIONS in SCREEN BORDERS.
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The thing with scrolling is that the level designed is limited in terms of collision and screen borders.
You should maintain your screen borders equal in terms of tile collisions.

1710867240079.png
In the diagram above you can see how the left/right borders are different. In the left there is a spike, in the right there is a solid.


What can this cause?

* Invisible collisions *

In your screen when you're supposed to collide with the spikes, you will be colliding with a solid.
That is way you need to carefully think and limit your level design with this in mind.

These are my screens with this in mind, for example:
1710867599888.png1710867626457.png


I don't think it is a limitation of NESMaker per se, but a NES thing.
I have worked on Super Mario Bros hacks before, and levels should be designed with that philosophy.
 

K_diesel

New member
Thank you for the information. I will revisit the layout of my level to ensure that all borders are consistent. However, regarding the single "hurt" tile next to "solid" tiles, that might not be the case, as I can recreate the same issue with multiple tiles. However, it only occurs when I move in the left direction.
 

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smilehero65

Active member
Thank you for the information. I will revisit the layout of my level to ensure that all borders are consistent. However, regarding the single "hurt" tile next to "solid" tiles, that might not be the case, as I can recreate the same issue with multiple tiles. However, it only occurs when I move in the left direction.
It is a really weird instance.
I suffer from that bug in my game, too.
 

TalkingCat

Member
Thank you for the information. I will revisit the layout of my level to ensure that all borders are consistent. However, regarding the single "hurt" tile next to "solid" tiles, that might not be the case, as I can recreate the same issue with multiple tiles. However, it only occurs when I move in the left direction.
This bug occurs when there is a hurt tile to the left of a solid tile. I was unable to solve this problem and composed the levels in such a way as to avoid such a combination of tiles.
 

K_diesel

New member
This bug occurs when there is a hurt tile to the left of a solid tile. I was unable to solve this problem and composed the levels in such a way as to avoid such a combination of tiles.

Thank you, I will try to rethink my level a bit.
 

dale_coop

Moderator
Staff member
Have you tried that one?
 
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